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View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.77%
Version 2 79 10.52%
Version 3 29 3.86%
Version 4 77 10.25%
All of them 488 64.98%
Multiple Choice Poll. Voters: 751. You may not vote on this poll

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Old 03-25-11, 04:20 PM   #886
Madox58
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Slacker!

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Old 03-26-11, 06:57 AM   #887
Death2allofu
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May I be so bold as to request an update/time of release?
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Old 03-26-11, 12:38 PM   #888
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Hoping late June 2011 for V1
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Old 03-26-11, 06:25 PM   #889
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Slacker!

Tomorrow evening for definite...as soon as I'm home from work
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Old 03-27-11, 08:01 AM   #890
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Registered and entered activation key....awaiting authorisation
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Old 03-27-11, 01:22 PM   #891
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done
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Old 03-28-11, 03:48 PM   #892
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done
Danke Kaleun
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Old 04-03-11, 09:18 PM   #893
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So where is the link for this thing and does it work with vanilla SH4?
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Old 04-03-11, 09:25 PM   #894
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it is still a WIP
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Old 04-11-11, 07:58 AM   #895
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The first post in this thread was 11-27-2008. That was a mere 29 months ago.
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Old 04-11-11, 08:30 AM   #896
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the scope of the project is rather large, I must admit. It's a lot of work turning ships that weren't supposed to be looked at closer than 15-20 meters and turn them into something detailed enough to be as playable as the subs were on release.
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Old 04-11-11, 12:04 PM   #897
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Default As long as you responded....

What exactly is this mod supposed to do if and when it is released? A surface warfare mod? What is that? Is it naval war ships, some or all of which are playable? If more than one is playable, do you select the ship you want to captain and set sail? What happens to the other ships in the mod? Are they part of the missions or campaigns if they are not the ones you select to captain? I guess I am unclear on the concept.

The best way to finish this mod is for the team members to meet, assign tasks, and assign deadlines. If you are closing in on the projected release date that is a good way to try to meet it. And assign a team leader to follow up regularly on the progress of those accepting the work, with the working members agreeing to be responsible to him. (If I do not check my gopher traps every day, I will never catch the sobs, which reminds me that I need to get more peanut butter because they ate the last of what I set as bait.)
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Old 04-11-11, 12:29 PM   #898
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I have been following this thread for sometime now and I am greatly intrigued, not only is this something I for one have been looking for for a long time but am wondering what it will fully entail, surface vessels are my preferred weapon but as I have experienced from individual playable ship mods the realism aspect is missing as in r/l the majority would be part of a task force, on convoy escort or be engaged in some other joint program. Would I be expecting too much to think I could live a dream and command a Flower Class on convoy escort duties across the Atlantic or to Murmansk as in 'The Cruel Sea' ?. I fully appreciate what you project modders are doing and have great admiration for your ongoing determination to complete what I can only imagine is a very complex business. How ever long it takes I'm sure it will be a very worthwhile wait. Big up to all involved !
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Old 04-11-11, 01:10 PM   #899
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With 9kt over the whole Atlantic can be a little bit boring. They must write a complete Campaign with Enemy Subs, but then you have no operating WaBos for the Hunt like in Destroyer Command. Didnt know, if the playable DDs can localize a submerged Sub.
But driving Tincans is a lot of fun, so i hope for a Happy End with beautiful Ships.
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Old 04-11-11, 02:32 PM   #900
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Petersen - thanks to darkfish and polyfiller we have submerged submarines. and depth charges that can be dropped from our playable destroyers.

Herr Trigger and IGD - While campaigns arent' my forte`, or what i'm working on, I've been pushing the idea of creating task forces that are a ship short that the player meets on their way to wherever the task force is sailing. we are using operation Monsun as a base so everything is there, all the taskforces and convoys. thus, if you are a DD captain taking part in the channel dash it would be a good idea to keep with the task force and help the cruisers take care of the massive amounts of air strikes as they worked their way through.
we have been trying to decide on how much of a mix of historical and what if we want to get involved. we are working with what we can within the game engine.
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